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October 7, 2015
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Fixing biases and flaws in big data analyses of games and apps 4
by Gamasutra Community [10.07.15]
"These biases and flaws are not really due to statistics or math, but rather to how we interpret the methods or results. So the solution to these biases and flaws is not technical, but human."
Business/Marketing, Console/PC, Smartphone/Tablet

Refactoring: The way to perfection 11
by Gamasutra Community [10.06.15]
"Refactoring is a necessity to reach the best version of your game. Don't look down on it. Refactor as often as you can and you won't regret it. Saving that one MB today may save your life tomorrow."
Programming, Console/PC, Indie, Smartphone/Tablet

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Design, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Don't Miss: 5 tips for making great animations in 2D games 35
by Eric Caolli [10.02.15]
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

How to write compelling feature lists: Imperative verbs 8
by Gamasutra Community [10.02.15]
"What Iím here to share with you today is one simple little trick thatíll make players feel compelled to buy your game: Make your feature lists about the playerís experience while playing your game."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Design, Serious, Indie, Smartphone/Tablet

In-game events: A sure shot for increasing revenues 1
by Gamasutra Community [10.07.15]
"While in-game events can truly cover the gamut, from special, limited-time characters to tournaments, all good ones have one thing in common: they have a dramatic positive effect on revenues."
Business/Marketing, Smartphone/Tablet

Video: Why game designers should study dance, music & comedy  
by Staff [10.07.15]
At GDC 2014 writer Susan O'Connor (Bioshock, Tomb Raider) argues game devs can learn from watching how dance, music & comedy artists use timing and motion to draw people into the experience.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

'Roguelikes': Getting to the heart of the it-genre 25
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 110
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

License an engine or create your own?  
by Dietmar Hauser [10.07.15]
This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Hereís how and why we have chosen to answer this question over the last decade.
Programming, Production, Console/PC, Social/Online, Smartphone/Tablet

Fundraising After Failure  
by John Warren [10.07.15]
Running out of cash you got from a crowdfunding campaign isn't the end of the world, or your project, but developers need to be smarter and nicer in order to climb that hill to finally deliver.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

PR Intelligence Ė Video game events  
by Thomas Bidaux [10.07.15]
A look into the media coverage of some of the key video game events.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Free Cross-Platform Arcade Game One Year Postmortem: Max Gentlemen 1
by Ryan Wiemeyer [10.06.15]
This postmortem covers the very human side of development and how what was supposed to be a free little 3 month project took over a year. Read on to see how the successful developers of Organ Trail totally flopped on their sophomore game.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Security Is Not A Game  
by Marc Boroditsky [10.06.15]
Mobile devices had brought about an exciting new era for gaming but with this growth also comes a whole new set of threats and vulnerabilities. In addressing these, game designers are tasked with preserving both the integrity, and security, of the game.
Design, Programming, Production, Smartphone/Tablet

Incredible Technologies — VERNON HILLS, Illinois, United States
Game Programmer

Autodesk — Greenbelt, Maryland, United States
Mobile Software Engineer – Autodesk Games Solutions
Autodesk is looking for an experienced mobile software enginee

Autodesk — Greenbelt, Maryland, United States
Principal Engineer – Games Solutions
Autodesk is looking for a talented and experienced Principal Engineer

Nuclear Division — Los Angeles, California, United States
Director, Game Development
We are looking for an experienced Director, Game Development who has a passion for mobile gaming and has shipped multiple mobile games. Primary responsibilities will be to build, mentor and manage the mobile game production lifecycle of our Los Angeles studio. We want to leverage your passion, creativity and insights to forge a strong team and game development culture.

Imangi Studios — Raleigh, North Carolina, United States
Environment Artist
We’re looking for a highly creative, self motivated artist with solid 3D modeling, texturing, and lighting skills for environments and prop work.

Imangi Studios — Raleigh, North Carolina, United States
Senior Game Developer
This role is responsible for all aspects of building games including tools, gameplay, rendering, character control/animations, effects, management, and optimizations. In addition, senior game developers are expected to manage, mentor, and help train junior game developers.

Tilting Point — New York, New York, United States
Quality Assurance Lead

Tynker — Mountain View, California, United States
Game Designer at Tynker

MVP SPORTS INC — Los Angeles, California, United States
Senior Game Programmer

Tilting Point — New York, New York, United States
Senior Development Manager